Nintendo Game Boy Unadvance

wswan 68

I got the loopy idea to build a Jinteki deck in RP that doesn't advance anything and this is the first pass.

Agendas: Most of them were chosen simply because I can lay them down one turn, preferably surrounded by other non-advance ambushes, and advance it fully next turn. Clone Retirement doesn't even have to sit on the board, as you can play it straight from hand. The Future Perfect is mostly meant to suck up some agenda points. I have no plans to ever install it, which is good since it defends itself while in HQ, Archives, or R&D.

Assets: All non-advance all the time! People get very confused by an installed Snare! Everything here is great. Sundews are perfect RP econ.

Ops: Just some econ stuff, though showing your opponent a handful of traps and an agenda (especially The Future Perfect) is pretty fun.

Ice: I usually balance my numbers out here a lot more but I really felt like the sentries were going to do exactly what I wanted. Taxing all around but with enough stuff to actually end runs. This is definitely where most of the bigger changes will happen. I will probably try to change the expensive ice to something more affordable but that does the same job. I also have influence to spare and can use it here.

That's it. Just lay out a ton of traps and see what happens. I've played one game with it so far and I got the Runner to completely diminish her stack with only one card in hand. I lost, but it was a fight and it was fun. Try it and any thoughts are appreciated!

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